Comments (4)
Can't really keep the shader swap without having separate meshes for white and grey/silver - disabling TU compat for RCML to fix
from bluedog-design-bureau.
@CobaltWolf if you can add a separate CM mesh to the RCML for the white texture to be applied to, the TU patch can be enabled again. It needs to have a full mesh swap instead of a texture swap as B9PS can't change the shader, so when TU patches apollo to have the PBR shader, it still applies to the white texture variant
from bluedog-design-bureau.
Added the other mesh. It is named "Painted" like the other CM variants
from bluedog-design-bureau.
@CobaltWolf looks like the Painted mesh just needs to have a material using the base bluedog_Apollo_CM texture, not bluedog_Apollo_CM_White. Looks like that's how the base CM model is set up too.
seems like there's a quirk where if the default texture of the Painted mesh isn't where it's expecting it to be, it will just break the shader, even though the paint switch module specifies the correct texture later.
from bluedog-design-bureau.
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from bluedog-design-bureau.